2 * $Logfile: /Freespace2/code/Radar/Radar.cpp $
7 * C module containg functions to display and manage the radar
10 * Revision 1.3 2002/06/02 04:26:34 relnev
13 * Revision 1.2 2002/05/07 03:16:51 theoddone33
14 * The Great Newline Fix
16 * Revision 1.1.1.1 2002/05/03 03:28:10 root
20 * 14 8/23/99 8:38p Andsager
21 * Added see_all debug console command for turning radar range infinite in
22 * nebula (but not targeting).
24 * 13 6/10/99 3:43p Dave
25 * Do a better job of syncing text colors to HUD gauges.
27 * 12 6/07/99 4:21p Andsager
28 * Add HUD color for tagged object. Apply to target and radar.
30 * 11 6/02/99 12:52p Andsager
31 * Added team-wide ship visibility. Implemented for player.
33 * 10 1/25/99 5:03a Dave
34 * First run of stealth, AWACS and TAG missile support. New mission type
37 * 9 1/12/99 5:45p Dave
38 * Moved weapon pipeline in multiplayer to almost exclusively client side.
39 * Very good results. Bandwidth goes down, playability goes up for crappy
40 * connections. Fixed object update problem for ship subsystems.
42 * 8 12/30/98 9:34a Jasen
43 * updated coords for hi res
45 * 7 12/29/98 7:29p Dave
46 * Added some missing hi-res hud coord globalizations.
48 * 6 12/29/98 2:30p Jasen
49 * added some new coords for 1024 HUD stuff
51 * 5 12/28/98 3:17p Dave
52 * Support for multiple hud bitmap filenames for hi-res mode.
54 * 4 11/05/98 4:18p Dave
55 * First run nebula support. Beefed up localization a bit. Removed all
56 * conditional compiles for foreign versions. Modified mission file
59 * 3 10/13/98 9:29a Dave
60 * Started neatening up freespace.h. Many variables renamed and
61 * reorganized. Added AlphaColors.[h,cpp]
63 * 2 10/07/98 10:53a Dave
66 * 1 10/07/98 10:51a Dave
68 * 90 8/28/98 3:29p Dave
69 * EMP effect done. AI effects may need some tweaking as required.
71 * 89 8/25/98 1:48p Dave
72 * First rev of EMP effect. Player side stuff basically done. Next comes
75 * 88 6/12/98 4:52p Hoffoss
76 * Added support for special characters in in forgeign languages.
78 * 87 6/09/98 10:31a Hoffoss
79 * Created index numbers for all xstr() references. Any new xstr() stuff
80 * added from here on out should be added to the end if the list. The
81 * current list count can be found in FreeSpace.cpp (search for
84 * 86 5/19/98 10:26a John
85 * Fixed bug with radar blips not drawing in hardware.
87 * 85 5/19/98 9:12a John
88 * Made radar blips render as font characters 132 and 133. Needs a new
89 * font01.vf in the data tree.
91 * 84 5/08/98 11:22a Allender
92 * fix ingame join trouble. Small messaging fix. Enable collisions for
95 * 83 5/01/98 12:24p Jim
96 * don't process radar_plot_obj on the standalone server
98 * 82 4/07/98 4:05p Lawrance
99 * Only show hostile bombs on radar.
101 * 81 3/26/98 5:26p John
102 * added new paging code. nonfunctional.
104 * 80 3/15/98 3:11p Lawrance
105 * Always draw target radar blip bright.
107 * 79 3/11/98 5:33p Lawrance
108 * Support rendering and targeting of jump nodes
110 * 78 3/03/98 8:12p Lawrance
111 * Draw cargo as gray dots
113 * 77 2/22/98 4:30p John
114 * More string externalization classification
116 * 76 2/22/98 2:48p John
117 * More String Externalization Classification
119 * 75 2/21/98 3:26p Lawrance
120 * Improve how blips get drawn for ships immune to sensors.
122 * 74 2/16/98 11:58p Lawrance
123 * Add support for SF_HIDDEN_FROM_SENSORS flag.
125 * 73 2/13/98 4:08p Lawrance
126 * Use more accurate distance formula when plotting radar dots... fixes
127 * "dead zone" black spot.
129 * 72 2/12/98 4:58p Lawrance
130 * Change to new flashing method.
132 * 71 2/11/98 12:04a Lawrance
133 * Only show bombs on radar, change code to use much less data.
135 * 70 2/10/98 11:46a Lawrance
136 * Ensure TEAM_TRAITOR views other TEAM_TRAITOR ships as hostile.
146 #include "floating.h"
160 #include "hudtarget.h"
161 #include "hudconfig.h"
162 #include "subsysdamage.h"
165 #include "linklist.h"
168 #include "freespace.h"
169 #include "localize.h"
172 int Radar_radius[GR_NUM_RESOLUTIONS][2] = {
181 float Radar_center[GR_NUM_RESOLUTIONS][2] = {
190 int Radar_coords[GR_NUM_RESOLUTIONS][2] = {
198 char Radar_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
203 int Radar_blip_radius_normal[GR_NUM_RESOLUTIONS] = {
207 int Radar_blip_radius_target[GR_NUM_RESOLUTIONS] = {
212 #define BLIP_MUTATE_TIME 100
216 #define MAX_RADAR_LEVELS 2 // bright and dim radar dots are allowed
218 #define BLIP_CURRENT_TARGET (1<<0)
219 #define BLIP_DRAW_DIM (1<<1) // object is farther than Radar_dim_range units away
220 #define BLIP_DRAW_DISTORTED (1<<2) // object is resistant to sensors, so draw distorted
222 typedef struct blip {
225 int flags; // BLIP_ flags defined above
228 #define MAX_BLIPS 150
229 typedef struct rcol {
233 #define MAX_RADAR_COLORS 9
235 #define RCOL_HOSTILE 0
236 #define RCOL_FRIENDLY 1
237 #define RCOL_UNKNOWN 2
238 #define RCOL_NEUTRAL 3
240 #define RCOL_NAVBUOYS 5
241 #define RCOL_WARPING_SHIP 6
242 #define RCOL_JUMP_NODE 7
243 #define RCOL_TAGGED 8
245 static float Radar_dim_range; // range at which we start dimming the radar blips
246 static int Radar_calc_dim_dist_timer; // timestamp at which we recalc Radar_dim_range
248 #define NUM_FLICKER_TIMERS 2
249 static int Radar_flicker_timer[NUM_FLICKER_TIMERS]; // timestamp used to flicker blips on and off
250 static int Radar_flicker_on[NUM_FLICKER_TIMERS]; // status of flickering
252 #define RADAR_BLIP_BRIGHT 0
253 #define RADAR_BLIP_DIM 1
255 rcol Radar_color_rgb[MAX_RADAR_LEVELS][MAX_RADAR_COLORS] = {
256 {{ 0xff, 0x00, 0x00}, // hostile (red)
257 { 0x00, 0xff, 0x00}, // friendly (green)
258 { 0xff, 0x00, 0xff}, // unknown (purple)
259 { 0xff, 0x00, 0x00}, // neutral (red)
260 { 0x7f, 0x7f, 0x00}, // homing missile (yellow)
261 { 0x7f, 0x7f, 0x7f}, // navbuoy or cargo (gray)
262 { 0x00, 0x00, 0xff}, // warp ship (blue)
263 { 0x7f, 0x7f, 0x7f}, // jump node (gray)
264 { 0xff, 0xff, 0x00}}, // tagged (yellow)
266 // 1/3 intensity of above colors
267 {{ 0x7f, 0x00, 0x00}, // hostile (red)
268 { 0x00, 0x7f, 0x00}, // friendly (green)
269 { 0x7f, 0x00, 0x7f}, // unknown (purple)
270 { 0x7f, 0x00, 0x00}, // neutral (red)
271 { 0x40, 0x40, 0x00}, // homing missile (yellow)
272 { 0x40, 0x40, 0x40}, // navbuoy or cargo (gray)
273 { 0x00, 0x00, 0x7f}, // warp ship (blue)
274 { 0x40, 0x40, 0x40}, // jump node (gray)
275 { 0x7f, 0x7f, 0x00}}, // tagged (yellow)
278 color Radar_colors[MAX_RADAR_LEVELS][MAX_RADAR_COLORS];
280 blip Blip_bright_list[MAX_RADAR_COLORS]; // linked list of bright blips
281 blip Blip_dim_list[MAX_RADAR_COLORS]; // linked list of dim blips
282 blip Blips[MAX_BLIPS]; // blips pool
283 int N_blips; // next blip index to take from pool
285 float Radar_farthest_dist = 1000.0f;
286 static int Blip_mutate_id;
288 static int Radar_static_playing; // is static currently playing on the radar?
289 static int Radar_static_next; // next time to toggle static on radar
290 static int Radar_avail_prev_frame; // was radar active last frame?
291 static int Radar_death_timer; // timestamp used to play static on radar
292 int Radar_static_looping; // id for looping radar static sound
294 static hud_frames Radar_gauge;
296 int Radar_dist_coords[GR_NUM_RESOLUTIONS][RR_MAX_RANGES][2] =
301 {368, 461} // infinity
306 {596, 741} // infinity
310 // forward declarations
311 void draw_radar_blips(int desired_color, int is_dim, int distort=0);
317 Radar_gauge.first_frame = bm_load_animation(Radar_fname[gr_screen.res], &Radar_gauge.num_frames);
318 if ( Radar_gauge.first_frame < 0 ) {
319 Warning(LOCATION,"Cannot load hud ani: %s\n", Radar_fname[gr_screen.res]);
322 for (i=0; i<MAX_RADAR_LEVELS; i++ ) {
323 for (j=0; j<MAX_RADAR_COLORS; j++ ) {
324 gr_init_alphacolor( &Radar_colors[i][j], Radar_color_rgb[i][j].r, Radar_color_rgb[i][j].g, Radar_color_rgb[i][j].b, 255 );
331 // determine what color the object blip should be drawn as
332 int radar_blip_color(object *objp)
339 shipp = &Ships[objp->instance];
340 if ( shipp->flags & SF_ARRIVING_STAGE_1 ) {
341 color = RCOL_WARPING_SHIP;
342 } else if ( ship_is_tagged(objp) ) {
344 } else if ( Ship_info[shipp->ship_info_index].flags & (SIF_NAVBUOY|SIF_CARGO) ) {
345 color = RCOL_NAVBUOYS;
347 if ( (Player_ship->team == shipp->team) && (Player_ship->team != TEAM_TRAITOR) ) {
348 color = RCOL_FRIENDLY;
350 switch (shipp->team) {
354 color = RCOL_HOSTILE;
357 color = RCOL_NEUTRAL;
360 color = RCOL_UNKNOWN;
363 color = RCOL_HOSTILE;
364 Int3(); // Bogus team id in shipp->team
374 color = RCOL_JUMP_NODE;
377 Error(LOCATION, "Illegal ship type in radar.");
385 DCF_BOOL(see_all, See_all)
387 void radar_plot_object( object *objp )
390 float dist, rscale, zdist, max_radar_dist;
391 int xpos, ypos, color=0;
392 vector *world_pos = &objp->pos;
395 // don't process anything here. Somehow, a jumpnode object caused this function
396 // to get entered on server side.
397 if( Game_mode & GM_STANDALONE_SERVER ){
401 // multiplayer clients ingame joining should skip this function
402 if ( MULTIPLAYER_CLIENT && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) ){
406 // get team-wide awacs level for the object if not ship
407 int ship_is_visible = 0;
408 if (objp->type == OBJ_SHIP) {
409 if (Player_ship != NULL) {
410 if (ship_is_visible_by_team(objp->instance, Player_ship->team)) {
416 // only check awacs level if ship is not visible by team
418 if (Player_ship != NULL && !ship_is_visible) {
419 awacs_level = awacs_get_level(objp, Player_ship);
422 // if the awacs level is unviewable - bail
423 if(awacs_level < 0.0f && !See_all){
427 // Apply object type filters
428 switch ( objp->type ) {
430 // Place to cull ships, such as NavBuoys
434 // filter jump nodes here if required
438 // if not a bomb, return
439 if ( !(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB) ) {
443 // if bomb is on same team as player, return
444 if ( (obj_team(objp) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
451 return; // if any other kind of object, don't want to show on radar
456 // JAS -- new way of getting the rotated point that doesn't require this to be
457 // in a g3_start_frame/end_frame block.
458 vm_vec_sub(&tempv,world_pos,&Player_obj->pos);
459 vm_vec_rotate( &pos, &tempv, &Player_obj->orient );
461 // Apply range filter
462 dist = vm_vec_dist(world_pos, &Player_obj->pos);
463 max_radar_dist = Radar_ranges[HUD_config.rp_dist];
464 if ( dist > max_radar_dist ){
468 if ( dist < pos.z ) {
471 rscale = (float) acos( pos.z/dist ) / 3.14159f; //2.0f;
474 zdist = fl_sqrt( (pos.x*pos.x)+(pos.y*pos.y) );
476 float new_x_dist, clipped_x_dist;
477 float new_y_dist, clipped_y_dist;
479 if (zdist < 0.01f ) {
484 new_x_dist = (pos.x/zdist) * rscale * radx;
485 new_y_dist = (pos.y/zdist) * rscale * rady;
487 // force new_x_dist and new_y_dist to be inside the radar
492 hypotenuse = (float)_hypot(new_x_dist, new_y_dist);
493 max_radius = i2fl(Radar_radius[gr_screen.res][0] - 5);
495 if (hypotenuse >= (max_radius) ) {
496 clipped_x_dist = max_radius * (new_x_dist / hypotenuse);
497 clipped_y_dist = max_radius * (new_y_dist / hypotenuse);
498 new_x_dist = clipped_x_dist;
499 new_y_dist = clipped_y_dist;
503 xpos = fl2i( Radar_center[gr_screen.res][0] + new_x_dist );
504 ypos = fl2i( Radar_center[gr_screen.res][1] - new_y_dist );
506 color = radar_blip_color(objp);
508 // Determine the distance at which we will dim the radar blip
509 if ( timestamp_elapsed(Radar_calc_dim_dist_timer) ) {
510 Radar_calc_dim_dist_timer=timestamp(1000);
511 Radar_dim_range = player_farthest_weapon_range();
512 if ( Radar_dim_range <= 0 ) {
513 Radar_dim_range=1500.0f;
520 if ( dist > Radar_dim_range ) {
524 if ( N_blips >= MAX_BLIPS ) {
525 // out of blips, don't plot
533 // flag the blip as a current target if it is
534 if (OBJ_INDEX(objp) == Player_ai->target_objnum) {
535 b->flags |= BLIP_CURRENT_TARGET;
540 list_append( &Blip_dim_list[color], b );
542 list_append( &Blip_bright_list[color], b );
548 // see if blip should be drawn distorted
549 if (objp->type == OBJ_SHIP) {
550 // ships specifically hidden from sensors
551 if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) {
552 b->flags |= BLIP_DRAW_DISTORTED;
555 // determine if its AWACS distorted
556 if ( awacs_level < 1.0f ){
557 b->flags |= BLIP_DRAW_DISTORTED;
564 // set N_blips for each color/brightness level to zero
565 void radar_null_nblips()
571 for (i=0; i<MAX_RADAR_COLORS; i++) {
572 list_init(&Blip_bright_list[i]);
573 list_init(&Blip_dim_list[i]);
577 // radar_mission_init() is called at the start of each mission.
578 void radar_mission_init()
583 Radar_death_timer = 0;
584 Radar_static_playing = 0;
585 Radar_static_next = 0;
586 Radar_avail_prev_frame = 1;
587 Radar_calc_dim_dist_timer = timestamp(0);
589 for ( i=0; i<NUM_FLICKER_TIMERS; i++ ) {
590 Radar_flicker_timer[i]=timestamp(0);
591 Radar_flicker_on[i]=0;
595 #define SMALL_BLIP_CHAR (Lcl_special_chars + 5)
596 #define LARGE_BLIP_CHAR (Lcl_special_chars + 6)
598 int Small_blip_offset_x = 0;
599 int Small_blip_offset_y = 0;
600 int Large_blip_offset_x = 0;
601 int Large_blip_offset_y = 0;
603 char Small_blip_string[2];
604 char Large_blip_string[2];
606 void radar_frame_init()
609 radx = i2fl(Radar_radius[gr_screen.res][0])/2.0f;
610 rady = i2fl(Radar_radius[gr_screen.res][1])/2.0f;
615 Small_blip_string[0] = ubyte(SMALL_BLIP_CHAR);
616 Small_blip_string[1] = 0;
617 gr_get_string_size( &w, &h, Small_blip_string );
618 Small_blip_offset_x = -w/2;
619 Small_blip_offset_y = -h/2;
621 Large_blip_string[0] = ubyte(LARGE_BLIP_CHAR);
622 Large_blip_string[1] = 0;
623 gr_get_string_size( &w, &h, Large_blip_string );
624 Large_blip_offset_x = -w/2;
625 Large_blip_offset_y = -h/2;
628 void radar_draw_circle( int x, int y, int rad )
630 if ( rad == Radar_blip_radius_target[gr_screen.res] ) {
631 gr_string( Large_blip_offset_x+x, Large_blip_offset_y+y, Large_blip_string );
633 // rad = RADAR_BLIP_RADIUS_NORMAL;
634 gr_string( Small_blip_offset_x+x, Small_blip_offset_y+y, Small_blip_string );
638 // radar is damaged, so make blips dance around
639 void radar_blip_draw_distorted(blip *b)
643 xdiff = -10 + rand()%20;
644 ydiff = -10 + rand()%20;
646 // maybe scale the effect if EMP is active
647 if(emp_active_local()){
648 scale = emp_current_intensity();
650 xdiff = (int)((float)xdiff * scale);
651 ydiff = (int)((float)ydiff * scale);
654 radar_draw_circle( b->x+xdiff, b->y+ydiff, b->rad );
657 // blip is for a target immune to sensors, so cause to flicker in/out with mild distortion
658 void radar_blip_draw_flicker(blip *b)
660 int xdiff=0, ydiff=0, flicker_index;
662 if ( (b-Blips) & 1 ) {
668 if ( timestamp_elapsed(Radar_flicker_timer[flicker_index]) ) {
669 Radar_flicker_timer[flicker_index] = timestamp_rand(50,1000);
670 Radar_flicker_on[flicker_index] ^= 1;
673 if ( !Radar_flicker_on[flicker_index] ) {
678 xdiff = -2 + rand()%4;
679 ydiff = -2 + rand()%4;
682 radar_draw_circle( b->x+xdiff, b->y+ydiff, b->rad );
685 // Draw all the active radar blips
686 void draw_radar_blips(int rcol, int is_dim, int distort)
689 blip *blip_head=NULL;
695 blip_head = &Blip_dim_list[rcol];
697 blip_head = &Blip_bright_list[rcol];
700 for ( b = GET_FIRST(blip_head); b !=END_OF_LIST(blip_head); b = GET_NEXT(b) ) {
702 Assert((rcol >= 0) && (rcol < MAX_RADAR_COLORS));
705 gr_set_color_fast( &Radar_colors[RADAR_BLIP_DIM][rcol] );
707 gr_set_color_fast( &Radar_colors[RADAR_BLIP_BRIGHT][rcol] );
710 if (b->flags & BLIP_CURRENT_TARGET) {
711 // draw cool blip to indicate current target
712 b->rad = Radar_blip_radius_target[gr_screen.res];
714 b->rad = Radar_blip_radius_normal[gr_screen.res];
718 radar_blip_draw_distorted(b);
719 } else if ( b->flags & BLIP_DRAW_DISTORTED ) {
720 radar_blip_draw_flicker(b);
722 radar_draw_circle( b->x, b->y, b->rad );
727 // Draw the radar blips
728 // input: distorted => 0 (default) to draw normal, 1 to draw distorted
729 void radar_draw_blips_sorted(int distort)
731 // draw dim blips first
732 draw_radar_blips(RCOL_JUMP_NODE, 1, distort);
733 draw_radar_blips(RCOL_WARPING_SHIP, 1, distort);
734 draw_radar_blips(RCOL_NAVBUOYS, 1, distort);
735 draw_radar_blips(RCOL_FRIENDLY, 1, distort);
736 draw_radar_blips(RCOL_UNKNOWN, 1, distort);
737 draw_radar_blips(RCOL_BOMB, 1, distort);
738 draw_radar_blips(RCOL_NEUTRAL, 1, distort);
739 draw_radar_blips(RCOL_HOSTILE, 1, distort);
740 draw_radar_blips(RCOL_TAGGED, 1, distort);
743 draw_radar_blips(RCOL_JUMP_NODE, 0, distort);
744 draw_radar_blips(RCOL_WARPING_SHIP, 0, distort);
745 draw_radar_blips(RCOL_NAVBUOYS, 0, distort);
746 draw_radar_blips(RCOL_FRIENDLY, 0, distort);
747 draw_radar_blips(RCOL_UNKNOWN, 0, distort);
748 draw_radar_blips(RCOL_BOMB, 0, distort);
749 draw_radar_blips(RCOL_NEUTRAL, 0, distort);
750 draw_radar_blips(RCOL_HOSTILE, 0, distort);
751 draw_radar_blips(RCOL_TAGGED, 0, distort);
754 void radar_draw_range()
758 // hud_set_bright_color();
759 hud_set_gauge_color(HUD_RADAR, HUD_C_BRIGHT);
761 switch ( HUD_config.rp_dist ) {
764 gr_printf(Radar_dist_coords[gr_screen.res][RR_SHORT][0], Radar_dist_coords[gr_screen.res][RR_SHORT][1], XSTR( "2k", 467));
768 gr_printf(Radar_dist_coords[gr_screen.res][RR_LONG][0], Radar_dist_coords[gr_screen.res][RR_LONG][1], XSTR( "10k", 468));
772 sprintf(buf, NOX("%c"), Lcl_special_chars);
773 gr_printf(Radar_dist_coords[gr_screen.res][RR_INFINITY][0], Radar_dist_coords[gr_screen.res][RR_INFINITY][1], buf);
777 Int3(); // can't happen (get Alan if it does)
781 hud_set_default_color();
784 void radar_frame_render(float frametime)
787 int ok_to_blit_radar;
789 ok_to_blit_radar = 1;
791 sensors_str = ship_get_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS );
793 if ( ship_subsys_disrupted(Player_ship, SUBSYSTEM_SENSORS) ) {
794 sensors_str = MIN_SENSOR_STR_TO_RADAR-1;
797 // note that on lowest skill level, there is no radar effects due to sensors damage
798 if ( (Game_skill_level == 0) || (sensors_str > SENSOR_STR_RADAR_NO_EFFECTS) ) {
799 Radar_static_playing = 0;
800 Radar_static_next = 0;
801 Radar_death_timer = 0;
802 Radar_avail_prev_frame = 1;
803 } else if ( sensors_str < MIN_SENSOR_STR_TO_RADAR ) {
804 if ( Radar_avail_prev_frame ) {
805 Radar_death_timer = timestamp(2000);
806 Radar_static_next = 1;
808 Radar_avail_prev_frame = 0;
810 Radar_death_timer = 0;
811 if ( Radar_static_next == 0 )
812 Radar_static_next = 1;
815 if ( timestamp_elapsed(Radar_death_timer) ) {
816 ok_to_blit_radar = 0;
819 hud_set_gauge_color(HUD_RADAR);
823 if ( timestamp_elapsed(Radar_static_next) ) {
824 Radar_static_playing ^= 1;
825 Radar_static_next = timestamp_rand(50, 750);
828 // if the emp effect is active, always draw the radar wackily
829 if(emp_active_local()){
830 Radar_static_playing = 1;
833 if ( ok_to_blit_radar ) {
834 if ( Radar_static_playing ) {
835 radar_draw_blips_sorted(1); // passing 1 means to draw distorted
836 if ( Radar_static_looping == -1 ) {
837 Radar_static_looping = snd_play_looping(&Snds[SND_STATIC]);
840 radar_draw_blips_sorted();
841 if ( Radar_static_looping != -1 ) {
842 snd_stop(Radar_static_looping);
843 Radar_static_looping = -1;
847 if ( Radar_static_looping != -1 ) {
848 snd_stop(Radar_static_looping);
849 Radar_static_looping = -1;
854 void radar_blit_gauge()
856 gr_set_bitmap(Radar_gauge.first_frame+1);
857 gr_aabitmap( Radar_coords[gr_screen.res][0], Radar_coords[gr_screen.res][1] );
862 bm_page_in_aabitmap( Radar_gauge.first_frame, Radar_gauge.num_frames );